XPAD-01 Dairy Qyrn (AXIS) vs Team MountainHIGH

  • TripleA

    yes you are treasuring your transports, that is the way japan plays.

    can you mix your naval purchase up a bit?  1 sub for every destroyer he has and carrier, you also want carrier fighters as well, they make your fleet more versatile and are very good for defense.

    why are you losing a sub to kill transports? stop trading. 4 fighters 2 tacticals, if he scrambles you have better odds of killing more stuff. also drop 2 more inf on aleutan.

    keep that other transport back to counter anzac transport from taking something. move india west. you also don’t need to sit in japan with your units.

    if you do decide to lose the sub, transport 2 infantry to amur, start pushing for sino russian income to get that train rolling, if not, why lose a sub?

  • Liaison TripleA '11 '10

  • Customizer

    TripleA Turn Summary for game: World War II Global 1940 Alpha 3, version: 2.8

    Game History

    Round :11

    Purchase Units - Japanese
                Turning on Edit Mode
                EDIT: Japanese player Removing units owned by PlayerID named:French from 54 Sea Zone: 1 battleship
                EDIT: Turning off Edit Mode
                Japanese buy 1 carrier, 4 destroyers, 2 fighters, 1 infantry and 2 submarines; Remaining resources: 0 PUs;

    Combat Move - Japanese
                Giving bonus movement to units
                2 submarines moved from 39 Sea Zone to 72 Sea Zone
                1 infantry moved from West India to Eastern Persia
                      Japanese take Eastern Persia from British
                1 mech_infantry moved from Shensi to Tsinghai
                1 mech_infantry moved from Hopei to Kansu
                1 fighter and 1 tactical_bomber moved from Anhwe to Kansu
                1 fighter and 1 tactical_bomber moved from Anhwe to Tsinghai
                1 destroyer and 1 submarine moved from 36 Sea Zone to 33 Sea Zone
                2 bombers moved from Midway to 33 Sea Zone
                3 fighters and 2 tactical_bombers moved from 25 Sea Zone to 26 Sea Zone
                1 fighter moved from 25 Sea Zone to Aleutian Islands
                1 artillery and 3 infantry moved from Japan to 6 Sea Zone
                1 artillery, 3 infantry and 2 transports moved from 6 Sea Zone to 8 Sea Zone
                1 artillery and 3 infantry moved from 8 Sea Zone to Aleutian Islands
                2 destroyers and 1 submarine moved from 6 Sea Zone to 8 Sea Zone
                3 carriers, 6 destroyers and 2 submarines moved from 25 Sea Zone to 8 Sea Zone
                1 infantry moved from Tanganyika Territory to Rhodesia
                      Japanese take Rhodesia from British
                1 armour moved from Tanganyika Territory to Ethiopia
                      Japanese take Kenya from Russians
                      Italians take Ethiopia from Russians

    Combat - Japanese
                Battle in Tsinghai
                    Japanese attack with 1 fighter, 1 mech_infantry and 1 tactical_bomber
                    Chinese defend with 1 infantry
                        Japanese roll dice for 1 fighter, 1 mech_infantry and 1 tactical_bomber in Tsinghai, round 1 :  2/3 hits
                        Chinese roll dice for 1 infantry in Tsinghai, round 1 :  1/1 hits
                        1 infantry owned by the Chinese and 1 mech_infantry owned by the Japanese lost in Tsinghai
                    Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is -1
                    Casualties for Japanese: 1 mech_infantry
                    Casualties for Chinese: 1 infantry
                    Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is -1
                    Casualties for Japanese: 1 mech_infantry
                    Casualties for Chinese: 1 infantry
                Battle in Kansu
                    Japanese attack with 1 fighter, 1 mech_infantry and 1 tactical_bomber
                    Chinese defend with 1 infantry
                        Japanese roll dice for 1 fighter, 1 mech_infantry and 1 tactical_bomber in Kansu, round 1 :  1/3 hits
                        Chinese roll dice for 1 infantry in Kansu, round 1 :  0/1 hits
                        1 infantry owned by the Chinese lost in Kansu
                    Japanese win, taking Kansu from Chinese with 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry
                    Japanese win with 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3
                    Casualties for Chinese: 1 infantry
                Battle in Aleutian Islands
                    Japanese attack with 1 artillery, 1 fighter and 3 infantry
                    Americans defend with 1 infantry
                        Japanese roll dice for 1 artillery, 1 fighter and 3 infantry in Aleutian Islands, round 1 :  2/5 hits
                        Americans roll dice for 1 infantry in Aleutian Islands, round 1 :  0/1 hits
                        1 infantry owned by the Americans lost in Aleutian Islands
                    Japanese win, taking Aleutian Islands from Americans with 1 artillery, 1 fighter and 3 infantry remaining. Battle score for attacker is 3
                    Casualties for Americans: 1 infantry
                    Japanese win with 1 artillery, 1 fighter and 3 infantry remaining. Battle score for attacker is 3
                    Casualties for Americans: 1 infantry
                Battle in 33 Sea Zone
                    Japanese attack with 2 bombers, 1 destroyer and 1 submarine
                    Americans defend with 1 submarine
                        Japanese roll dice for 1 submarine in 33 Sea Zone, round 1 :  1/1 hits
                        1 submarine owned by the Americans lost in 33 Sea Zone
                    Japanese win with 2 bombers, 1 destroyer and 1 submarine remaining. Battle score for attacker is 6
                    Casualties for Americans: 1 submarine
                    Japanese win with 2 bombers, 1 destroyer and 1 submarine remaining. Battle score for attacker is 6
                    Casualties for Americans: 1 submarine
                Battle in 72 Sea Zone
                    Japanese attack with 2 submarines
                    British defend with 1 cruiser
                        Japanese roll dice for 2 submarines in 72 Sea Zone, round 1 :  0/2 hits
                        British roll dice for 1 cruiser in 72 Sea Zone, round 1 :  0/1 hits
                        Japanese roll dice for 2 submarines in 72 Sea Zone, round 2 :  1/2 hits
                        1 cruiser owned by the British lost in 72 Sea Zone
                    Japanese win, taking 72 Sea Zone from British with 2 submarines remaining. Battle score for attacker is 12
                    Casualties for British: 1 cruiser
                    Japanese win with 2 submarines remaining. Battle score for attacker is 12
                    Casualties for British: 1 cruiser
                Battle in 26 Sea Zone
                    Japanese attack with 3 fighters and 2 tactical_bombers
                    ANZAC defend with 1 transport; Americans defend with 2 transports
                        1 transport owned by the ANZAC and 2 transports owned by the Americans lost in 26 Sea Zone
                    Japanese win with 3 fighters and 2 tactical_bombers remaining. Battle score for attacker is 21
                    Casualties for ANZAC: 1 transport
                    Casualties for Americans: 2 transports
                    Japanese win with 3 fighters and 2 tactical_bombers remaining. Battle score for attacker is 21
                    Casualties for ANZAC: 1 transport
                    Casualties for Americans: 2 transports
                Recording Battle Statistics

    Non Combat Move - Japanese
                3 fighters and 2 tactical_bombers moved from 26 Sea Zone to 8 Sea Zone
                1 fighter moved from Aleutian Islands to 8 Sea Zone
                2 submarines moved from 6 Sea Zone to 33 Sea Zone
                2 bombers moved from 33 Sea Zone to Caroline Islands
                6 artilleries and 8 infantry moved from India to West India
                1 armour and 13 mech_infantrys moved from Yunnan to Shensi
                1 mech_infantry moved from Hopei to Shensi
                1 fighter and 1 tactical_bomber moved from Tsinghai to Shensi
                1 fighter and 1 tactical_bomber moved from Kansu to Shensi

    Place Units - Japanese
                1 infantry placed in India
                1 carrier, 4 destroyers and 2 submarines placed in 6 Sea Zone
                2 fighters placed in 6 Sea Zone

    Turn Complete - Japanese
                Japanese collect 75 PUs; end with 75 PUs total
                Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 80 PUs
                Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 85 PUs

    Production/PUs Summary :

    Germans : 46 / 57
        Russians : 28 / 37
        Japanese : 75 / 85
        Americans : 57 / 79
        Chinese : 2 / 3
        British : 19 / 0
        UK_Pacific : 0 / 0
        Italians : 21 / 17
        ANZAC : 10 / 11
        French : 7 / 0
        Dutch : 0 / 0
        Mongolians : 0 / 0
        Neutral_Axis : 0 / 0
        Neutral_Allies : 0 / 0
        Neutral_True : 18 / 0

  • TripleA

    so in other words, change your buy up a bit to include a carrier fighter 2x in the mix.

    don’t need an arty for india 2 inf is fine to hold india/move west (the 1 ipc upgrades a fighter to a tactical and it is good to roll on 4s). he might try to liberate it later if you skimp out. also good for exchanges if russia tries to exchange with you.

    I am not going to dwell in the middle east with 60 guys, that would be dumb. I am going and coming back or something like that, I just want a quick bankroll so russia can’t extend too far while I am gone, because I will come back. the idea is that you have a reason for him to keep more stuff there or you take those spots or block that ally.

    I am in a really awkward position where I have to see what usa does before I decide which route to go. This could turn into a turkey shoot.

  • TripleA

    ugh you forgot to move india -.-

  • TripleA

    oh nvm you did.

    ok looks good. are you sure seth wasn’t going to scramble? I would have put a bomber over the transports just in case… but no matter. 3 fighter 2 tactical should blow out 3 fighters. I prefer 2 units to 1 when possibile.

  • Customizer

    @Gargantua:

    monkey

    if i was a puppet for cow, we would have either won in round 5, or crashed and burned badly…

  • Customizer

    @Cow:

    ok looks good. are you sure seth wasn’t going to scramble? I would have put a bomber over the transports just in case… but no matter. 3 fighter 2 tactical should blow out 3 fighters. I prefer 2 units to 1 when possibile.

    sorry seth, i should have asked.

    do you want to scramble and die horribly, against 3 fighters and 2 tactical bombers?  i have 98%, so I assumed you would not.  if you really want to, we can do it with forum dice.

  • TripleA

    you still should have put a bomber over it. I thought you would you adjust your other combat, because 4v1 is overkill when there is a potential 5v3 at steak balancing it out to 3v1 and 6v3 is better.

  • TripleA

    well he scrambled on a 4v3 to protect 3 transports, we went fighter for fighter. he might scramble in a 5v3, but maybe not since you should roll 3 hits with that on the first round.

  • TripleA

    maybe who knows. I’d scramble it depending on my mood.

  • TripleA

    then again germany air units always find action where as japan units often just sit in the ocean someplace.

  • Customizer

    @Cow:

    then again germany air units always find action where as japan units often just sit in the ocean someplace.

    as allies i never miss a chance to kill german and italian air.  pacific air is totally different.  ya, i should have put a bomber over it.  anyway, we will wait for seth.


  • I’m going to stew over what I want to do as the allies. I’ve got a lot of things I’d like to do, I just have to figure out what I should do to max my chances of winning.

  • TripleA

    seth go full pacific put this game on crack. :)


  • I don’t know if I am going to go full Pacific or not, that’s what I’m stewing over. I know of a way that’ll ensure that US has a presence in Europe but it’s risky, expensive, and could backfire on me.

  • Customizer

    @seththenewb:

    I don’t know if I am going to go full Pacific or not, that’s what I’m stewing over. I know of a way that’ll ensure that US has a presence in Europe but it’s risky, expensive, and could backfire on me.

    i sure hope you aren’t talking about south africa…. lol

    maybe i shouldn’t take it over cow?

  • TripleA

    if you take it, you should defend it, which is not hard. depends on what america does, we have to see what happens.

  • Customizer

    @Cow:

    if you take it, you should defend it, which is not hard. depends on what america does, we have to see what happens.

    it would take him 3 turns to get down there.  building 3 inf a turn is probably not hard for me, if he chooses to move there.

    i’m still curious what he is thinking though.  i guess russia could reinforce norway with quite a bit.

    but germany only needs to send enough south to the middle east to ride over top of the UK stack.  any more sent is a waste for germany, since germany needs to hold enough back to make sure that russia doesn’t go liberate poland and the balkans.

    though i personally am still not sure germany going to the middle east at all is good, seeing as how russia is more than happy to build tanks, mech, and already has a giant airforce.  If i was germany, i would be building as many infantry and artillery as I can each turn, because germany DOES have an income advantage over russia, but right now russia has both a total unit advantage and a much bigger airforce.  Japan can take egypt in the long game, without germany suiciding poland to conquer egypt.

  • TripleA

    veqryn that is why I been trading units with russia with italy, here and there. I still have an income advantage over russia, but I had to fight the americans for awhile, because of the whole triple threat thing it was kind of awkward (london italy west germany)… I was eventually going to have to give up london, but it became too conveniant to just stall out and hold it, especially since japan looked like it was going to win… there was no real reason for me to do anything other than be a distraction.

    I honestly thought you would win the pacific, which is what I wanted you to do, but it is not happening so yeah. I thought okay he’ll move all his stuff to carolines and then stack up next to hawaii or new south wales and go all in or something. or you would take western australia and then park all your air there etc etc etc.

    I pretty much eyeballed the pacific the whole game and I have seen japan win the pacific against full pacific usa from the start of the game… he was a split income usa and you had super good luck in china… logistically that was awesome because you didn’t need to drop minors or buy so many transports.

    I was confused as to why japan waited so long to take calcutta, especially with china out of the picture japan had that many more ground to shove there. normally india is dead round J4-J6 depending on japan. Often times anzac will take java round 1 and shove air units on it (distracts you).

    Sure I gave up lots of ground to push for and hold a VC / national objective / capital. I am used to seeing more hyper aggressive play styles for global (otherwise it turns into an extremely long game in which case I would much rather play TWW, big world, WaW, NWO, etc if I wanted to play a long game). In revised + aa50 low luck and dice games, it is easy to be hyper aggressive and harder for people to turtle up. As axis japan makes many tanks to take moscow while the allies can go back to back on france or hold NWE or usa take italy or russia push for NO. In revised I always buy strait tanks with russia early on and start attacking right away, usa goes southern europe / belly, uk hits the top, russia comes in from the east. uk / usa can hit the west as well back to back if they have to, while japan tosses tanks at russia.

    I was hyper aggressive early on and you were conservative so usa had more leeway to invest in the atlantic. I calculated 2-3 rounds in advance and realized I would have 20-30% odds at taking russia and those odds would remain the same / not improve and I wanted to attack, but that would be silly if japan  was not ready to go all in yet.

    so right now I am in a bit of a pickle. I wanted to buy all bombers the round before you would stack up for your attack so I could attack russia at the same time with all available units, hence go all in. I thought you would get ready to do the same. Instead we are still playing.

    I will figure something out, but it ultimately depends on what the allies do.

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